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90 commits

Author SHA1 Message Date
bjorn d45e56146a Rename fake to desktop; 2019-03-06 23:02:47 -08:00
bjorn b37fc5dbbe Remove fixed-function mirroring code from headset drivers; 2019-01-28 18:29:50 -08:00
mcc aab1bda92d Implementation of getMirrorTexture() 2019-01-28 15:03:58 -08:00
bjorn bf19fd5c15 Avoid more implicit float-double conversions; 2019-01-24 17:00:41 -08:00
bjorn 9803e9916f Use naming convention for destructor; 2018-12-19 01:04:42 -08:00
bjorn 3a774354e8 Remove lovrHeadsetGetEyePose;
A lot of drivers didn't bother to support it, it's not used very often,
and there are better ways to expose it that will soon be implemented.
2018-12-02 13:27:55 -08:00
bjorn 465e5c2010 Controller:getVelocity; Controller:getAngularVelocity; 2018-11-19 09:24:10 -08:00
bjorn 6168ec243f Add platform/glfw.h;
Platforms that want to use glfw for most of their platform code can
include "glfw.h" for common functions, in a single-file-lib fashion.

All glfw code is in this file.
2018-11-16 07:24:20 -08:00
bjorn b7deda3758 lovrPlatform: Keyboard/mouse;
Update fake.c
2018-11-16 03:18:08 -08:00
bjorn 005d4b93f2 Move math helpers into lib;
They aren't really part of the math module since they are shared
across several modules, more "util"-y.
2018-11-15 08:03:51 -08:00
bjorn 5f990d8c9f Attempt to fix state.offset;
The goal is to ensure that (for 3DOF devices) all poses are reported
to include the state.offset vertical transform applied to them.  Previously,
only rendering was using state.offset.

This is important to fix spatial audio.

Is doing this in every driver problematic?  What if we did it in the
Lua bindings?  That way it could be handled in one place.
2018-10-29 10:36:58 -07:00
bjorn 518d26aad8 getDisplayDimensions: Use unsigned ints;
Fixes a warning.
2018-10-21 08:40:57 -07:00
bjorn e1d980a2d6 Re-add lovr.headset.getBoundsGeometry;
Looks like more runtimes are starting to support it.
2018-10-09 17:51:05 -07:00
bjorn 28c56f959d Use MAT4_IDENTITY macro; 2018-10-06 21:58:40 -07:00
bjorn 4279cf086f mat4_invertPose;
~3.9x
2018-10-06 21:21:25 -07:00
bjorn a9e92b5185 Add ability to mirror specific eyes;
Doesn't work yet for OpenVR/Oculus.
2018-09-30 18:58:51 -07:00
bjorn 9fa18495f2 Fix fake controller positioning; 2018-09-05 06:31:18 -07:00
bjorn b29a2d0471 Rework fake headset driver inertia; 2018-09-01 20:29:17 -07:00
bjorn ce2dfb523e Make window mono by default;
The window is now mono by default to make the error screen better and better enable non-stereo uses.  The Camera can now request that the window be treated as stereo.
2018-08-29 21:22:13 -07:00
bjorn 0dbdc78c87 Fix fake driver projection; 2018-08-29 21:22:13 -07:00
bjorn 26f411f43f Other headset drivers use stereo display dimensions; 2018-08-29 21:20:01 -07:00
bjorn 21a869cc8b Clean up; 2018-08-29 21:19:41 -07:00
bjorn 1ea3c84be9 Ugly viewport stuff; 2018-08-29 21:19:07 -07:00
bjorn c3b79b7274 Use updateWindow in fake headset getDisplayDimensions; 2018-08-20 15:09:08 -07:00
bjorn 785913fd45 Add conf.headset.msaa config;
For separate window/headset msaa settings.  Currently only applies
to OpenVR since the other drivers render directly to the window.
2018-07-28 18:12:57 -07:00
bjorn 3c2d644d9f Fake headset doesn't stomp on existing glfw callbacks; 2018-07-27 19:53:40 -07:00
bjorn 156c0cde5d Condense event code a bit; 2018-07-26 19:38:01 -07:00
bjorn bc2d638b00 Refs know their type; 2018-07-24 19:14:29 -07:00
bjorn 2dc79a48a8 Use single pass stereo rendering when supported; 2018-07-21 05:30:13 -07:00
bjorn 65cd5e2eb9 Fix fake headset display dimensions in lovr.load; 2018-07-17 17:21:15 -07:00
bjorn 2cf0e15eb0 Morganization; Fix some Canvas issues; 2018-07-17 17:21:15 -07:00
bjorn f57810cd7a Morganization; 2018-07-17 17:21:15 -07:00
bjorn b64489b020 Pipeline stack for graphics state; Simplify clearing; 2018-07-17 17:21:14 -07:00
bjorn e6e8e137c0 Clean up drawing; 2018-07-17 17:21:14 -07:00
bjorn 4370b7f0f5 Fake headset cleanup; 2018-06-10 10:18:54 -07:00
bjorn df87eeee31 Inertia tuning; 2018-06-10 09:51:34 -07:00
bjorn ab1e46cab4 Add inertia timeout; 2018-06-10 09:51:34 -07:00
bjorn 8e013877d6 Add inertia to fake headset mouselook; 2018-06-10 09:51:34 -07:00
bjorn 6ff7292333 Mostly remove instanced stereo rendering; 2018-06-03 17:18:42 -07:00
bjorn 7ffd3fc25d Use more primitive getControllers signature; 2018-05-27 19:05:10 -07:00
bjorn ab2594b204 WebVR velocity functions; 2018-05-27 19:05:10 -07:00
bjorn a3e4b9b2b3 Change mat4_transform signature; 2018-05-27 19:05:10 -07:00
bjorn 859251d020 Start WebVR rewrite; 2018-05-27 19:05:10 -07:00
bjorn c767e9c165 Simplify headset structure; 2018-05-27 19:05:10 -07:00
bjorn 1ad00328c1 Add a flag for autogenerating Canvas mipmaps; 2018-03-22 10:58:53 -07:00
bjorn 95da07d165 Stereo canvases;
Canvases can be created with the "stereo" flag to make it a stereo
Canvas.  If a Canvas is stereo, everything rendered to it will be
rendered to the left and right halves of it, using left/right
view and projection matrices.  Headset drivers will use stereo
Canvases to improve performance.
2018-03-22 09:57:44 -07:00
bjorn 334e218e4c Diff render target state better; 2018-03-22 09:57:44 -07:00
bjorn 5feb47c5b7 Remove eye argument from lovr.draw; 2018-03-22 09:57:44 -07:00
bjorn 2def650abd Refactor layers/displays; 2018-03-22 09:57:44 -07:00
bjorn ddb22aef0e Refactor headset offset; 2018-03-22 09:57:44 -07:00